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Friday, 23 October 2015

Hello everyone!Version 0.3.11 of Newlife is finished and I've released it on Patreon. Early-access Patrons can find it in the creations section here. The changelog is below.That also means that the 0.3.10 release has been made public. I've updated the links here on the blog, so you can download it now from here. The 0.3.10 changelog is here.As usual, saved files & templates from older versions probably won't work with newer ones. For new players - just use one of the links to the right to get either the jar or the exe version. You only need one or the other - not both. I recommend trying the jar first.For either version you'll need to have Java installed. A lot of programs use Java so you might well already have it. If the jar shows up as an unrecognised file type, then you probably don't. In that case you can get it from http://www.java.com/. The exe should tell you if you don't have the right version on your computer, but you'll still need to install java to run the game.There's a guide for new players here which includes some troubleshooting tips for installation & downloading.0.3.11 adds custom npc creation, which means you can define your own npcs to appear in the game. There's a new section in the in-game help with instructions, and you can also look here.Edit: 0.3.11 has a bug where blank race fields are being treated as custom ones. This means that you can only leave skin, hair or eye colour blank if you've specified a default race (e.g. "black", "white" etc). This will be fixed in the next version, but for now the workaround is to make sure to populate either the race (with a default value) or all three of skin, eye & hair colours.Here's the full changelog:

Monday, 19 October 2015

Hi all, just a quick update. I'm a little under the weather this weekend, so I probably won't release this evening.
I know it's a pain. It's a pain for me too - my goal for this month is to get both 0.3.11 and 0.3.12 out, and this is likely to mean a major scramble to try to release the second one in time.

If my head's clear enough for testing tomorrow then it'll probably be that evening.

Wednesday, 14 October 2015

I was asked over on the HF forums about npc traits, and I think this is a good opportunity to share the custom npc reference file which has a lot of information about them. This might change as I finish the next release, but I'm hoping it'll be good enough.
If you think that parts of it are unclear, then let me know and I'll update it before the next version comes out.

I'll be putting together some sort of blog page about custom npcs which the in-game help will link to, but I intend this file to be the main one that teaches people how to use the feature so the new page will mostly be a place for people to get hold of it.
Enjoy, and I hope you're all having a good week :)

I don't expect this to give you enough information to properly start writing your own ones yet. I'll put out a much more detailed example file closer to release with proper instructions on how to fill in each field.
For now though, I hope you'll find this interesting. You can probably see that making your own npcs won't be too difficult once you have all the information about valid trait names and so on.
This one is an npc designed to activate a certain rare event. I know quite a few of you will be wanting to make one, so I'll save you some time and put it out as the first example.

Edit: I forgot to mention, I've decided on YAML as the custom npc file format. That's because JSON doesn't support comments, and you can see in the ephraim.yml file how I like to use them. XML does allow comments, but I think it's a bit more fiddly both to read and to write compared to YAML.